Moderator: Rangers

Zombra wrote:I'm a good enough role-player that I will act as if there is a time limit anyway.
happy04 wrote:I want urgent missions, but they better be able to be failed without me dying or having to avoid the encounter. A bad ending or failure because I couldn't handle the situation just adds to re playability.

happy04 wrote:I don't see how time can be represented by turns. The whole game won't be in combat and parts outside of combat won't have turns. So unless you expect me to move X number of squares per turn across the whole world map I don't really get how that would even work.
Time has to be based on an ingame metric of time like traveling 64 pixels on the world map takes 1 hour of game time, walking a square/hex/block in game outside of combat takes half a minute, a combat turn takes 10 seconds, and sleeping/resting takes 6-10 hours.
Please explain how turns = time would work.
happy04 wrote:Not intending to mean it's a bad thing or that it didn't work. I just think it's something modern games would avoid, mostly because I think the reason the developers made time function that way with moving was that they had to work with limited cpu cycles so every calculation was important, now we can just cram in as much as we need to get the experience right.
happy04 wrote:Do you mean that you don't fully support it anymore because you feel it will have some real time elements?
Drool wrote:In fact, I fully expected Wasteland 2 to be turn-based (and not just because they said it would be turn-based) when I supported the project.
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